Fallout New Vegas.

The only serious value to repair as I see it are the two main perks associated with it - Hand Loader ( Repair 70 - very useful if you concentrate on guns if only for the ammo recipes, as hand-loaded ammo kicks ass ) and Jury-Rigger ( Repair 90 - very convenient ).

I found both perks to be worth the cost. But if you don’t need those I don’t think I’d be putting too many points into repair.

Increase the difficulty.

I don’t want to read this whole thread yet, because I’ve only just started the game, but I will come back to it after I’ve finished.

I just want to ask is anyone else having difficulty (again) with telling the difference between enemies and non-enemies on your radar? There are a fair few number of us red/green colorblind folks around, and in the last Fallout game, red/green were the enemy/neutral radar colors. Dudes, not helpful!

And the yellow/red for New Vegas is not a good solution either, in fact, for me, it’s worse - I can’t tell the damned difference.

Bethesda - why not a color option so that we can set our radar up with colors the way we please. It couldn’t be that hard to do, and it would allow everyone to enjoy the game to it’s fullest extent.

You can change the color of the HUD and Pipboy to white, amber or green, but you might check on newvegasnexus.com for a mod to change the enemy/neutral colors.

I started over and spent my points more wisely this time. Having high speech and barter opened up tons of options to me. The high barter also means caps have been much more plentiful for me this time around. Unpredictable things still happen though. Last night, I ended up massacreing the White Glove Society when I had set things up to expose Mortimer. Everything was going perfectly. Then, for no reason I can determine, a random White Glove member attacked me in the members only dining room. She jumped on me and then the rest swarmed me. So, I said “fuck it” and killed everybody. All the White Gloves. Both Gundersons and their bodyguard. A couple unlucky gamblers bought it when I opened up with energy weapons, too, as I have the meltdown perk.
That kind of whetted my appetite for killing, too. I had been planning on doing the Van Graff quests up to the point of giving up Cass, but I decided “Fuck them, too!”. And since they were all blown up, I didn’t see any reason to keep Alice around any longer…
OTOH, I found Arcade’s personal quest involving The Remnants very entertaining without a shot fired. Arcade, incidentally, looks really sweet in Vicky’s bonnet. I wore Vance’s lucky hat while the two of us were out having adventures and shit together.
The last companion quest open to me, I think, is Raul’s. Even if it proves broken, wandering the wasteland with Danny Trejo sounds like a hoot.

I think it’s sort of weird that one side mission at Camp Mccarran has me being a rape counselor to some lesbo NCR sniper. Then I get to Jack Bauer some info out of a Legionare.

You don’t have to beat the hell out of him, you can talk to him and get him to reveal info.
You can, also, smuggle a powerfist in…

Sounds like someone wants to spend some face time with Sweet Lady Powerfist

You can also smuggle in a silenced .22 to apply some critical hits to the kneecaps.

Alas, Dead Money sucks on a grand scale. It’s drab. It’s boring. Yet it also manages to be frustrating.
Much of the game takes place in what is called “the villa”. This is a dark brown, labyrinth type of map with pockets of poison gas here and there. One part of it looks very much like any other part; landmarks are few and far between. Getting from point A to point B typically involves a lot of looking around for a stairway or hole in a wall that isn’t anything like a direct route. Typically, it also involves some running through the poison gas which does a lot of damage in avery short time. Oh, and you can’t fast travel, so there is a lot of running back and forth along the same twisted routes.
There a long, long expository dialogs with all the NPC’s, including the one who is mute. These universally lack the sharp writing that marked the dialog in the main game. I eventually got to where I just started clicking past most of it.
The main badguys are called “Ghost People.” They are, to all intents and purposes, feral ghouls who wear hazmat suits and use primitive weapons. They are also frustratingly tough if you didn’t happen to specialize in unarmed and melee combat. See, you get dropped into the DLC with none of your armor and weapons from the main game. Instead, you have a jumpsuit and a lame-ass energy rifle unique to the DLC, shortly you also find a 9mm and a .357. Sucks to be you, though, because the Ghost People are damn near to immune to the effects of gunfire and energy weapons. They have to be beat down and then chopped up, or they reanimate and renew their assaults. If you specialized in melee and unarmed, you should do okay with the spears, knives, and bear trap fists that are very plentiful. If not, you’ll probably end up spending a lot of your points from the extra five levels bring those skills up. There is also a BAR-looking thing called an automatic rifle, but ammo for it is nearly non-existant, it has a horrific spread, and the Ghost People are no more impressed by it than by your weenie 9mm.
There’s also a lot of foolishness involving explosive collars that start beeping and will kill you if you spend too much time in certain areas. Also, instead of robots there are “holograms” which are immune to all your attacks, but can zorch you in pretty short order with a Cyclops from X-men style eye beam.
Honestly, save your money on this one.

Three more DLCs are in the works, and an additional four are possible.

As in, there are possibly seven more coming, or three definitely and maybe a fourth?

This. Of which three are definite.

Interesting. I just hope that they’re not as awful as Dead Money.

I’ve just finished Dead Money which I thought was… flawed, but still enjoyable and probably needs some context (that’s coming from the next two DLCs) to get the most out of it.

The interesting thing is that assuming 10 hours per DLC, you’re looking at another 30 hours of gameplay on top of the 50 you get out of New Vegas already. That’s a loooong game, folks.

Interesting that the foreshadowings in Dead Money seem to indicate that A) The Other Courier plotline is going somewhere and B) There’s a The Postman-style Epic Final Battle coming in a future DLC.

I hear the first of the three definite DLCs gives you a motorcycle and that the second one allows you to put armor on it.

I approve of that product and service.

Honest Hearts, Old World Blues and Lonesome Road appear to be the next 3 DLC.

Honest Hearts, like Dead Money, has graffiti that points to its existence; it’s about the Burned Man, former Legate Joshua Graham and the Mormon city of New Canaan.

Old World Blues seems to be about the ‘Big Empty’, an abandoned military facility of some kind.

Lonesome Road will probably see the appearance of Ulysses, a cut companion from New Vegas who is referenced in Dead Money as a courier with an ‘old world flag’ across his back who is tracking the player character for some reason.

There’s also rumours that a further DLC is in development, but nothing is known for sure - although a gaming blog source hints at a character from Fallout 3 returning.

Holy shit, really ? That would be twelve and a half shades of awesome. Born to be wild, indeed. Or feral, as the case may be.

Fawkes would make the most sense.

I agree, and would also suggest Paladin Lyons as a possibility too.